SFV Lounge: I'm still alive. Sakura's alt is kinda cute

True. However, Sagat is traditionally a terrible matchup for him, so unfortunately, SF logic doesn’t always apply.

Thanks @Volta and @edmund!

My CFN is OldManRage if anyone is interested to watch some of my replay shows amen give me some advice.

Also, I’ll try that on Discord sometime. Is there anyone here that would be willing to do that for me?

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Idk man I’d still favor the boxer. But I do believe what ip man (I believe it was him) said that “no martial art is better automatically better than another, it is the fighter who makes the difference”.

Yes.

:angry:

I’ll do it but I won’t like it.

I’ll like it and do it. Just let me know when you have time.

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One thing I know I struggle with in SFV a lot are the large momentum swings.

I have a hard time converting stray hits, which would swing the momentum in my favour; I’m an insecure wreck and my doubt usually causes me to drop combos so I lose the momentum; and I panic when the other person is pressuring me and usually make dumb mistakes like mashing throw or EX DPs.

I don’t know if this answer is find out how to control that (I’ve been trying since I got into SFV in s2), or just play another SF/fighting game that doesn’t rely on momentum as much, if there’s such a game.

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Getting crosscut dps into muscle memory is going super slow, ugh

Still only remember to do them like half the time

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Lol, thanks Pertho! I’d really appreciate it. Are you around on the weekend sometime?

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No prob. Just let me know what you’re schedule is like and we can go through the levels to see what’s up.

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Playing Bloodborne, leave me alone.

Also yes, I’m a sucker for helping.

:sob:

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I would be happy to help in any way I can.

But Pertho knows more about SFV than I do, so his advice would be stronger.

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I appreciate it. I need all the help I can get! However, while in the shower, I seemed to think of some things that should help me with the issues I mentioned above:

  1. I’m giving myself too many options to do in neutral and I think it’s confusing me and overloading my reactions when I see a button hit. For now, I’m going to limit my neutral to four buttons (s.LP, c.MP, c.MK, and s.HP) and each button will have one designated follow-up.

  2. These follow-up combos are pretty easy for me to do, so I just need to drill them a bunch of times so I don’t drop them.

  3. Just block on wake-up or during a block-string. I’m panicking because I’m afraid of that momentum swing, but my panicking and mashing buttons is what’s usually leading to (or continuing) it. I’m also trying so hard to punish things, but the real dumb thing is I don’t really know when they’re turn is over, so I’m trying to punish too early. From now on, I’ll just block until I know when my opening is.

Before wasting anyone’s time, I’d like to try this stuff for a few days. Really basic stuff I haven’t seemed to put into practice yet. So @Pertho and @FlyingVe, I will certainly ask for help in the near future but probably not this weekend.

Thanks though! I do appreciate it.

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Funny you say that but to this day JWong said one of the most profound and perplexing things when it comes to fighting games: all fighting games are the same.

Trying to find the article but Eventhubs doesn’t seem to have a search function and my google fu is awful. A lot of people went at him from the jump like “nuh uh they aren’t because guilty gear has flying girl boys and MK have a block button”. But I think he was referring to the base level of blocking, spacing and just learning to figure out what your opponent wants to do. Being plus works basically the same in all games except for NRS random garbage, punishable is punishable etc.

If you watch him play multiple games, you sort of get a sense of what he is like as a player. Other than MvC3 and SF4 where he went uncharacteristically rushdowny, the rest of the time there’s a very samey, methodical approach to Justin.

So I wouldn’t necessarily be so quick to discard any insight you might provide. These are complicated games and can get incredibly nuanced in certain interactions. Bonchan talking about why he hit a cr.mk when he was at -2 kind of lets you know the levels of silliness you can get at. Just the topic of conditioning can get really indepth with the hows, why, and applying it to footsies as much as defense.

There’s definitely an underlying theory working throughout all the games that sort of applies so long as certain assumptions are true about the games. Some may even apply when they aren’t. But unifying knowledge tedsn to be more beneficial than not.

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Jwong is right. At their core lots of the same things are important in all games.

But that’s basically what I survive on in SFV, I have general fighting game knowledge, but alot of the stuff more specific to SFV that I’m not so great on.

Also, @PlusFrames, you should see if you can ever play @Akhos. He may not want to admit but he’s really good at giving advice.

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Wong had a whole column on EHubs. You probably read it there.

https://www.eventhubs.com/columns/

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Think it was an interview. I browsed through some of those. People should definitely give them a glance. Not the best written things in the word but probably have some gems.

Wong is sort of notoriously bad at explaining himself. James Chen had a great story about that. He asked him how to deal with Magneto in MvC2. Wong starts with “So when you see the trijump”. Like wtf justin, not all of us can see that shit you lunatic.

:joy:

Apparently he got better though.

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Bookmarking that shit. Thanks!

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milk is love

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No, he’s not. It’s just a “truism”

Do you think all people are the same?

We all have a brain and lungs and heart. Most of us have ten toes and fingers and 4 limbs.

Etc etc etc

This kind of scrutiny of course only lasts as long as we are hyper basic with what we consider to be a person.

Fighting games, like many things, are the same in certain ways. There are some very key concepts that most fighting games share.

I’m pretty sure every fighting game ever made has buttons that attack, as an example. But does that make “senko no ronde” which is one of the “loosest” examples of what (some) people consider to be a fighting game, the same as tekken?

Obviously not.

Truisms are a dangerous thing.

Red is a color, so is green, and yellow and blue and black and white.

These are colors, so they are all the same.

It doesn’t take a lot of brainpower to realize this is not actually a profound statement.

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I started playing this for a second time last week (first time being on PS2 a year after its original release) and it holds up really well. A lot better than FFX for example which was basically the blueprint for FFXIII’s linearity and also hadn’t quite yet reached the then next-gen production values. Cutscenes in FFXII in particular are a massive step forward and are closer to what we expect nowadays.

Battle system and micromanagment is what it is. I’ve always loved it but I can see why people would prefer to be more active.

What makes FFXII stand out IMO (and why it’s still better than most JRPGs released to this day) is that it actually respects you as a mature person while telling its story. It feels positively grounded and real, free of shouting teens, no annoying children with high-pitched voices, no dumb “our dialogue was written by aliens” script à la FFXIII and so on. It’s just a pleasure to watch and listen to whenever it takes control out of your hands. FF usually has some decent writing (with the exception of XIII and XV) but FFXII is just on another level and the translation is top notch.

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